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(11) | EP 0 224 381 A2 |
(12) | EUROPEAN PATENT APPLICATION |
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(54) | An apparatus for a game |
(57) The present invention relates to an apparatus for playing a game comprising a base
(1), a plurality of platforms (3) of a sufficient number to cover the base (1) and
to be built up on top of each other, and a set of playing pieces. The platforms (3)
are divided into sub-sets of platforms of different colours and have shoulders (4)
around their top edges and have hollowed bottoms (5) such that a structure of varying
levels can be built up, each level of the structure having its own given colour or
colours. |
Figure 1 shows a board on which platforms are positioned,
Figure 2A is a top perspective view of a platform,
Figure 2B is a bottom perspective view of a platform,
Figure 3 shows platforms in vertical arrangement,
Figure 4 shows the board on which platforms have been placed, the axes have been allocated a letter reference to distinguish one type of axis from another,
Figure 5 shows a helicopter piece (H),
Figure 6 shows a submarine piece (S),
Figure 7 shows a bomber piece (B),
. Figure 8 shows a fighter piece (F),
Figure 9 shows a surface ship piece (N),
Figure 10 shows a APC/tank piece (T),
Figure 11 shows a missile piece (M),
Figure 12 shows a mid-air refuelling unit (R),
Figures 13a and 13b shows pieces before and after vertical combination in echelon,
Figure 14 shows commissioning of units in the symmetry embodiment of the game.
a. The echelon of identical units (i-echelon) which may comprise a maximum of three units; and
b. The echelon of un-identical units (u-echelon) which may comprise only two units.
The initial placement of units on axes at the beginning of a game is referred to as commissioning.
(i) A unit can be placed only on certain axes, with which it shares consistency;
(ii) A unit can be commissioned or transferred only onto an axis with which it shares consistency;
(iii) However, a unit may over-come the limitation of its consistency if it is associated in appropriate manner with another unit which has the desired consistency; and can thereby be transferred to an axis with which it was not naturally consistent;
(iv) Key-points have duel consistency; acting as both field and port.
a. In the echelon of identical units, the charge is equal to the sum of charges of the constituent units; the offence potential is equal to the sum of the offence potentials of the constituent units; and the manoeuvrability is equal to that of one of the constituent units; and
b. In the echelon of un-identical units, the charge is equal to that of the higher unit, or to that of one if both are equal; the offence potential is equal to the sum of the offence potentials of the constituent units; and the manoeuvrability is equal to the manoeuvrability of the unit consistent with the axis on which the echelon is located or that of the unit with lesser maneouvrability if both are consistent with the axis. However, in the echelon of H with T the manoeuvrability shall be equal to that of the H, The R has a valency notation of "OXY"; the "0" depicting that it has no charge, the "X" representing an offence potential of 15 points and the "Y" denoting an unlimited range.
a. 1st level: only a channel may be represented at this level;
b. 2nd level: both the ports and the field may be represented at this level;
c. 3rd level: both the ports and the field may be represented at this level; and
d. 4th level: only the field may be represented at this level;
(a) During the side's turn of play and one platform per turn;
(b) The side shall have at least one of its units located on an axis or complex adjacent to the one to be converted;
(c) Not more than ten times by a side in one game.
a. Consistent with the field and port;
b. Valency of 369;
c. Possible directions for movement: backwards, forwards, sideways and diagonally along a straight line joining corners of adjacent axes.
d. Shall not enter an echelon of identical units;
e. May initiate an echelon of unidentical units with: N and T: and
f. Has an offence capability to which the following units may be liable: S, N, M and R
a. Consistent with the channel;
b. Valency of 351;
c. Possible directions for movement forwards, backwards sideways and diagonally along straight lines joining corners of adjacent axes;
c. Shall not enter an echelon of identical units;
e. Shall not initiate an echelon of un-identical units; f. May exert an orbit influence to which only N is liable; (for orbit influence see later)
a. Consistent with the ports,
b. Valency of 236,
c. Possible directions for movement: forwards, backwards sideways and diagonally along straight lines joining corners of adjacent axes;
d. May enter an echelon of identical units,
e. May initiate an echelon of unidentical units, with: T, N and T, and
f. Has an offence capability to which the following are liable N, T, M and R.
a. Consistency with the ports,
b. Valency of 129;
c. Possible directions for movement; forward, backwards, sideways, and diagonally along straight lines joining corners of adjacent axes;
d. May enter an echelon of identical units;
e. May initiate an echelon of un-identical units with B, N and T; and
f. Has an offence capability to which all types of units are liable.
a. Consistent with the channel;
b. Valency of 623;
c. Possible directions for movement: forward, backward and sideways,
d. May enter an echelon of identical units,
e. May initiate an echelon of un-identical units with only the S,
f. Has an offence capability to which the N, M and the R are liable; and
g. May exert an axial effect to which any type of unit may be liable; (for axial effect see later)
The T shown in Fig. 10 has the following features: a. Consistent with the field;
b. Valency of 821;
c. Possible directions for movement: forwards, backwards, sideways, diagonally along straight lines joining corners of adjacent axes;
d. May enter an echelon of identical units;
e. May initiate an echelon of un-identical units with only the N;
f. Has an offence capability to which the T, M & the R are liable; and
g. May exert an axial effect to which any unit may be liable;
a. Consistency with the field,
b. Valency of 090;
c. Possible directions for movement: forwards, backwards, sideways and diagonally along straight lines joining corners of adjacent axes (only for launching of ultimate (see later) since the unit has no manoeuvrability);
d. Shall not enter echelon of identical units;
e. May "initiate" (receive another unit on its axis yet be critical in) echelon of un-identical units with S, B, N and T;
f. Has no offence to which any unit may be liable; but g. May exert orbit influence to which any unit from both sides shall be liable.
a. Consistency with the ports;
b. Valency of "OXY",
c. Possible directions of movement: may move in one or two leaps, in not more than two directions, forwards, backwards, sideways and diagonally along straight lines joining corners of adjacent axes;
d. May not enter echelon of identical units;
e. May initiate echelon of un-identical units with F and B.
(i) Each of the two sides in the game aim at achieving over-all control of the theatre through actions performed with units during alternating turns of play.
(ii) If any side loses in the ensuing struggle for control of the theatre, it shall surrender.
(a) Its key-points become occupied; or
(b) Its force reduces beyond 18 points.
(a) Any side, in three consecutive playing turns of its own, transfers the same units between two particular axes, or
(b) At the end of the first 35 moves by each side no offence (see later) has been executed.
(i) A manoeuvre is any non-hostile transfer of a unit from one axis to another as an operation, mission, re-orientation, retreat or dis-orientation.
(ii) An operation is any manoeuvre taken in one leap with a unit that is not directly threatened with an offence by the immediately preceding move; or the free acts of importation or deportation;
(iii) A mission is the manoeuvre of the H in one or two leaps for the purposes of ferrying the T, which may be made in one or two directions, excepting that the T can be carried only in one of the leaps and only in one direction of the move;
(iv) A re-orientation is any manoeuvre in one leap made with a unit in order to escape a direct threat from the immediately preceding move;
(v) A retreat is any compulsory manoeuvre made in one leap with a unit to escape a direct threat of offence from the immediately preceding move to the adjacent axis to the side's right;
(vi) A dis-orientation is any compulsory manoeuvre in one leap with a unit, to remove it from the theatre as being immobilised and made a casualty from the immediately preceding move;
(vii) Any echelon of the R shall have unlimited range, notwithstanding the natural range of the other unit, and the echelon may also be moved in one or two directions and in not more than two leaps by virtue of the R;
(i) An occupation is the entrenchment of the T in the key points of the opposite side, and shall be sustained if the occupation could not be dislodged in the immediately preceding move if in Symmetry or within three immediately proceeding moves of the opposing side if in Scramble,
(ii) A sustained occupation unit shall be immune against all offences while it remains.
(i) An offence shall be any hostile move made to influence a lower unit of the opposing side to manoeuvre away from its axis in deference to the higher one;
(ii) An offending unit shall be referred to as the attacker, an axis to which an offence was directed as the target and a unit against which an offence had been executed as the object;
(iii) The influence of an attacker shall be a demand to either re-orientate, retreat or dis-orientate;
(iv) An offence shall be permissible only if the target lies within the range of the attacker;
(v) During offence, the hostile side shall indicate unambiguously in words or other symbols which of the three influences is intended and then indicate the target by moving the attacker to it (and back if desired) whereupon due influence shall have been exerted by the relevant attacker;
(vi) The influence of retreat may be demanded only by an attacker whose manoeuvrability is not more than '3'; re-orientation may be demanded only by the F; disorientation may be demanded only by an attacker whose charge is not less than '3'; while the F may influence any echelon whose manoeuvrability is not more than '3' to disorientate;
(vii) A unit under influence to re-orientate or retreat shall be said to be in distress until it is operated to relative safety; if the unit in distress cannot be rescued in the next move then it shall dis-orientate;
(viii) If a unit under influence to re-orientate is not rescued in the next move, and instead the distressed side makes a move with another unit, then the attacking side shall effect the compulsory dis-orientation of the distressed unit as its own move.
(ix) In the influence of retreat, the attacker shall assume the axis vacated by the object;
(x) Only one unit or echelon may be the object in one offence. The orbit influences are defined as follows:
(i) The M and the S may each exert an orbit influence of 25 squares axes upon which units caught within may be demanded to disorientate;
(ii) The orbit influence of the M is referred to as ultimate, to which any unit whether friendly or opposing shall be liable.
(iii) The M may launch its orbit influence to axes away from its location; but the central axis of such an orbit shall not lie beyond a range of eight axes from the location of the M;
(iv) All units lying within the orbit shall be liable once ultimate is invoked and the relevant orbit determined thereafter the M shall be removed from the theatre as spent;
(v) Ultimate shall not be invoked unless the relevant M is a member of an echelon; if an M in echelon is offended, an ultimate shall be provoked with an orbit whose centre shall lie at the axis of the M;
(vi) The S shall have its orbit around its location, with the unit always located at the centre of the orbit;
(vii) The S orbit influence may be invoked repeatedly and only one unit may be the object at one time.
(i) An axial effect may be exerted by the N and T on any port adjacent to their own axis, and demands that any unit of the opposing side which is violating the axial effect by remaining on the port or which is moving into such a port to disorientate;
(ii) The echelon of two F shall not be liable to the axial effect of either a single N or T;
(iii) Any unit or echelon which violates the axial effect of two or more N or P shall be demanded to disorientate;
(iv) When the two sides exert axial effect on the same port then units of both sides shall be liable to the effect, whereby such a port may be referred to as no-man's land.
a. The sides select the types of units they may commission to a maximum force of 70 points.
b. No unit may be moved onto or over an altitude of the 4th Level on a theatre;
c. However, the 4th level altitude shall not hinder the influence of ultimate or in any way alter the liability of units within an orbit.
d. The operation of a unit within a complex shall not count as a move if it was done as a continuing part of an action transferring the unit in from an axis outside the complex or of an action transferring the unit out to an axis outside the complex;
e. No unit may be manoeuvred into a complex and out again in one move;
f. The T shall not be moved beyond an axis at the next immediate altitude in one move.
g. The M may not be manoeuvred beyond an axis at the next immediate altitude in one move.
h. An S located in a deep shall be immune against all offences.
1. The side with the darker units starts game.
2. A player shall clearly indicate the influence or effect he intends his move to exert to his opponent, before he moves.
3. If a player fails to first indicate any intended influence or effect and proceeds, to move his unit in a manner exerting one, then his opponent may decide which influence he wishes him to exert if more than one choice exists;
4. A unit touched shall be moved. An alternative move with the already touched unit may be made only if the player changes his mind about the original move before completion.
5. If a player touches more than one of his own units, the opponent may decide which of the touched pieces is to be moved.
6. If a player touches an opposing unit, he shall ensure that an influence or effect is exerted on it if possible.
7. If a player touches one of his own unit and one opposing unit, he must ensure that an influence or effect is exerted on the opposing unit if possible. Or the opponent shall say whether he wishes his touched unit to be exerted on or the player's touched unit to be moved (if possible).
8. Once a move is completed it cannot be withdrawn. That means that the player cannot change his mind or make a different move in its place.
9. All units which disorientate or an M which is spent shall be retained by the opposing side till end of game. The player must always maintain an accurate record of the opponent's reduction in force.
10. A player may at any time arrange his own unit on the board or theatre but he must inform his opponent before he does so. He may also ask his opponent to arrange his own units. He must never touch or arrange units of the opposing side.
11. All moves must be proper and legitimate. If an improper or illegitimate move is made and later discovered the units must be re-arranged on the axes they were before the improper move and the game continued with a proper and legitimate move. The game must be discontinued, and is void if the axes cannot be decided.
12. A player may consult any written note or book while the game progresses and he may take advice from on-lookers; but from no more than two people in a game.